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Rohaq

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Everything posted by Rohaq

  1. Blackwidow Chroma here - Does anyone else have any issues with their layout constantly flashing from their default profile and the KSP Chroma profile?
  2. No worries; I'm not expecting any mod makers to be rushing out updates days after the prerelease!
  3. Just chipping in to add that StageRecovery doesn't seem to work in the 1.1 prerelease. Sad times!
  4. I'm not sure why, but for some reason SmartStage breaks with this mod installed: It works fine with it removed, but when it's installed, it failed to add the central engine in asparagus staging to the first stage, and adds it to the final stage instead. It also added the final descent stage (a pod with a heatshield and parachutes only, no engines) to the stage before it. Here's the craftfile I used: https://drive.google.com/file/d/0B57-R_pKOCX8M0dvQUJpSGFJTms/view?usp=sharing No idea where the fault lies, but I've shared this in both threads.
  5. I'm not sure why, but for some reason SmartStage breaks with Ven's Stock Part Revamp: It works fine with it removed, but when it's installed, it failed to add the central engine in asparagus staging to the first stage, and adds it to the final stage instead. It also added the final descent stage (a pod with a heatshield and parachutes only, no engines) to the stage before it. Here's the craftfile I used: https://drive.google.com/file/d/0B57-R_pKOCX8M0dvQUJpSGFJTms/view?usp=sharing No idea where the fault lies, but I'll share this in Ven's thread too. EDIT: Actually. it looks like another mod might be the problem: Still getting the last descent stage firing a bunch of things it shouldn't: https://drive.google.com/file/d/0B57-R_pKOCX8Z3ZjcmpoTlVkOTA/view?usp=sharing
  6. Would it be possible to add the SmartStage button during flight? So many times I go EVA or separate a launcher craft from a station, and it messes up staging for one of the craft. Being able to hit SmartStage to sort it out instead of having to manually rearrange my staging would be great!
  7. Anyone have issues with this not working? I installed from CKAN, clicked the button to set up Asparagus staging, and the VAB slows down like it's trying to do something, but then it just sits there, doing nothing at all, still slowed down minutes later. I've tried this with and without SmartStage installed. Here's an image of the rocket I'm trying to set up. I ticked the 'bottom stage' box before hitting the Asparagus button. Other mods installed: KSP: 1.0.2 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit Filter Extensions - 2.1.1 AutoAsparagus - 0.9 CapCom Mission Control On The Go - 1.1 Contract Configurator - 1.0.4 Contract Pack: Kerbal Space Station - 1.3.4 Contracts Window Plus - 1.0.5.1 Editor Extensions - 2.7 GCMonitor - 1.2.3 HyperEdit - 1.4.1 kOS - 0.17.2 KSP-AVC Plugin - 1.1.5 Infernal Robots - 0.21.2 NavHud - 1.2.1 Pilot Assistant - 1.8 Procedural Parts - 1.1.1 QuickSearch - 1.1.2 SmartParts - 1.6.4 StageRecovery - 1.5.5 TAC Fuel Balancer - 2.5.1.7 TweakScale - 2.1 [x] Science! - 4.3 EDIT: Creating a really basic rocket seems to work fine, any ideas why AutoAsparagus chokes on my setup above? EDIT 2: Hooking up the fuel lines in the bottom stage and using SmartStage seems to work fine, but fuel lines are a pain to set up with more than 4 outer engines. It'd be nice to know what's going on!
  8. Has anyone had any issues installing HyperEdit via CKAN? I try to install it, but I get the following error: URL it's trying to download from is http://www.kerbaltek.com/_downloads/hyperedit/HyperEdit-1.4_for-KSP-1.0.zip - which looks like it returns "DOWNLOADER: Invalid resource." at the minute. It looks like CKAN needs to be coded to handle these cases, and return a friendly error without crashing. Full error text in the following PasteBin: http://pastebin.com/nmKcS3Wz
  9. It's possible to approximate aerobraking before hitting the atmosphere to determine whether you'll eventually hit the ground, though this has been made more complicated by the new aero model. As for not exploding: Heat depends on your velocity moving through the atmosphere; I can usually aerobrake coming back from the Mun at about 45km to reduce my Ap considerably without exploding, and lower my Pe by 5km at the new Ap to reduce it even further, since I'm moving more slowly through the atmosphere at the new orbit means a lower aerocapture is possible. But coming in for the final aerobrake capture, I'd like to jettison my service modules upon hitting the atmosphere. Even in the unlikely event that the reduced mass/surface area affects the aerobraking, and I miss the ground, I'd at least still get captured on the second run.
  10. Any chance of some a new condition for descent? I'd like to activate an action group on descent, but only if it's suborbital: Right now events fire, even when I'm just aerobraking, which isn't great if I only want to detach unneeded modules from my crew pod prior to landing.
  11. Ah right; maybe it is unlocked later on in the tree - I assumed that the smaller RCS size would be unlocked with the standard small RCS tank EDIT: I can't see where it would be unlocked in the tree, can anyone offer any clues?
  12. I'd actually love to see a replacement for fuel lines; we can manually transfer fuel between tanks, even when they don't have fuel lines attached, and even when they don't have line of sight, so why not use the same system for fuel lines? I'd much prefer to see fuel transfer blocked completely by a KSC building upgrade, then once unlocked you can both manually transfer fuel, and link up fuel tanks for automatic transfer in the vehicle assembly building. Bam, automatic fuel transfer, just like fuel lines, without line of sight restriction, and without messy fuel lines all over the place.
  13. Is there any reason I can't make a procedural RCS tank that's smaller than an 1.843m diameter and 0.750m length in the standard cylinder shape? Other shapes also have similar limits that mean I can't stick smaller tanks on my smaller craft.
  14. Awesome, looking forward to trying it out magico13: Do you know how long it takes for your updates to appear on CKAN?
  15. Sorry to hear, but looking forward to the update!
  16. Playing with the Rover Autopilot today, I can't help but notice that it retracts any panels after warping to charge the batteries, which is fine, since losing panels to a roll would be terrible, but would it be possible to make them redeploy when it hits the brakes and starts warping to charge again? If you've lost any external panels and you have no means of charging, then you're screwed.
  17. So I finally got the "Cover Everything" satellite mission, and used MechJeb to place my first satellite in geosynchronous orbit above the KSC by circularising at the right altitude, then using "Change surface longitude of apsis" to put it in the right position, before circularising again. I seem to be in the right place, but it's still not activating the "Directly above KSC" location in the optional mission parameters. Here's a screenshot below: I'm not sure how I could get it any closer without losing my 0 degree inclination. What am I doing wrong?
  18. Anybody here have issues with parts returning to their default size when they switch scenes, such as returning to a previous vessel? Also sometimes when loading them in the VAB, or from subassemblies.
  19. Just to check: If I send say, a lander carry science required for contracts on a re-entry trajectory, and switch out back to KSC, will the science recovered through StageRecovery mark those contracts as complete once it triggers, or am I stuck waiting for my capsule to land as the active vessel?
  20. Anything further on this? That API link doesn't seem to work any more, and I'd also like to pipe up and say a mod manager would be great, but it would be worth implementing your site through HTTPS if you do so: Since mods can contain executable code, you want to ensure that people are downloading from your site if they're going to be automatically downloaded/installed via an app.
  21. For some reason, the Toolbar doesn't seem to be appearing on any of my screens in 64 bit or 32 bit KSP. My output.log [link here] suggests that it's loaded, however there's no sign of it. I've tried removing all other add-ons, and even deleting my GameData and KSP_x64_Data and re-verifying them with Steam. Any tips for troubleshooting this? EDIT: Looks like a fresh install did work, but I didn't realise that the toolbar wouldn't appear unless a part/plugin was loaded that was actually configured to use it. Doh!
  22. Ah-ha, looks like the KSPAPIExtensions.dll included with ProceduralParts was messing things up. All working now, thanks!
  23. Any idea where logs go in the latest version? KSP doesn't seem to create crash directories any more
  24. Currently DebRefund crashes KSP 64 bit for me, so I wouldn't mind still being able to try this if possible.
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